Functions

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Transcript

Let's start with functions and take a look at this function start. When writing the function, remember that functions start with the return type of the function in at the beginning of void in this case, followed by the name of the function start, and then the parameters in parenthesis. We also have curly brackets here with surrounding the block of code, all these function functions can do calculations and then return a value or you can ask a function to do something, process the information and then return an answer. If you use the type void, just like we have here, then they're not rich. Turn in anything, this is the function. Let's go inside it and type print.

That means we use the function print inside the function start. Alright, and you see that the program it's not unity it's Visual Studio, it helps us to write our code. So I was typing print and you see it. Show me print. All right, now let's open parenthesis and type. Hello, guys, guys.

Alright, and don't forget about me column then necessary. Alright, so save and now I expect to see Hello guys when I start my game right? No right now The script is not connected with any objects and it will not work. So it's just a script in our folder, you should connect script with particular objects. In my case, I can simply drag and drop it. For example, let's connect connected with our camera like this.

Alright, now we see that script component here, and the name is test. Now to see the Hello guys, we need to open console here and start our game. Go back to console. And you see Hello guys. Alright, and I think I better delete the animation. component okay.

So the function start works when the object in my case it is the camera because I have added to the script to the camera when so when the object is created in the very beginning the object was created and we saw Hello guys here. But there is one function which works before the start function, just called awake that type it, first of all, returning type, void, then the name of the function awake. All right and do the same thing. Print print Oh, my game is awesome. All right, save it. Go back to unity, go to the plane mode console.

All right, and we see that the first message we have is my game is awesome, which was which is inside the awake function and after that we have Hello guys, which is inside the start function, but the start function and awake function, they work only once. For example start works only when the game start. So we see our text only once. In most cases, we need the updated one Because this function gets called every frame, and thanks for that, we need for example, can move an object every frame. For example, let's create a variable inside our class, don't forget to see the brackets here inside it. Let's create a variable i, which is a number.

And we need to type in if we'd like to declare a variable, which is an integer, like a whole number, like 251 10, and so on. Alright, so I it's the name of our variable, and let it be one. All right, now let's go inside our update function. let's print it, print our I variable and Let our eye increase every frame. Save, go back to our project. Alright, so what do we see?

We have the next number each frame our variable becomes bigger every frame. So the movement of non physical objects, timers, and detention of input. These are just a few things that are usually done an update function, but pay attention this function is not called on regular timeline. If one frame takes longer to protest that the next one, then the time between object calls will be different. That's why I want to tell you about fixed update function. This function is called on a regular timeline.

Update function runs once per frame, while fixed update function can run once zero or several times per frame. Depending on how many physics frames per second are set in the time settings, and how fast or slow the frame rate is. This function is used for regular updates such as adjusting physics objects,

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